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Koopa Kingdom Escape (New Demo 12/27/2014)

Started by DahrkDaiz, July 16, 2012, 10:55:01 AM

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Hey guys, I just wanted to share a project I'm currently working on that I'm calling Mario Adventure 3. Is it a sequel to an unfinished sequel?! Sure why not. Is it something I plan on completing? Aren't all projects intended to be finished?

Now that that's out of the way...

Mario Adventure 3 is using the disassembled source of Super Mario Bros. 3 PRG 1 done by southbird. Huge credit goes to him for his work and without it, I would not be writing this today. Using this source and other tools, I've started a project that implements some of the best ideas I had for a SMB3 hack done properly. How is that you ask? For example: I always had the idea of an Ice Flower for Ice Mario. I hacked sprites in the past, but I never went so far to host them in ? blocks like regular power ups. I've reimpelmented Ice Mario and it's now something hosted in ? blocks like any other power up.

What's different about this project is I'm making the disassembly source completely open to the public here: I am constnatly checking in my changes with good comments each check in. All of the changes I've made are marked with a #DAHRKDAIZ tag. I'm using Visual Studio as an IDE to host all the asm files in a solution so I can grep all the files pretty quickly and have multiple code files open at once.

I created a separate program called ROM Merger that will copy the gfx, tile definition data, sprite and level data separately from rom produced by the assembler. This way I can use separate utilities to make level and graphics changes since the disassembly includes hard coded levels, graphics, etc. I've modified the batch file included by southbird to execute this program as well so once the rom is assembled, it's merged with my own hack.

I welcome any and everyone to use my project's source in your own hacks or to see how I did things. I hope this pans out into a full release d hack within 2 years  to celebrate the original release of Mario Adventure.


Sounds great. Mario Adventure is a widely appreciated product, and I'm sure this project will be, too.


I just want to keep people up to date what's going on with a change log. My goal right now is to get all of the play mechanics I definitely want programmed in before I start modifying levels and such.

Change log:

7/14 - Implemented breaking bricks by hammers thrown by Hammer Mario
7/15 - Implemented global ice blocks. These are generated by the old movable blocks.
    - Added frozen coins and ice blocks that are thawed with fireballs. They are slick and are globally available.
     - Added Ice Mario mode with ice balls distinguished from fireballs.
     - Iceballs turn enemies into ice blocks
     - Add an ice flower power up
     - Ice flower has it's own ? block it lives in
     - Enabled jumping from vines
     - Separated small and big jumping sounds
     - removed the score sprites completely (which borked ths coring overall, woops!)
     - Added rainbow palette cycling for invincibility effect, applies to grabbing an ice or fire flower "transformation" as well

7/16 - Attempted to do mid-scanline palette swap for the status bar. Was patially successful but caused a lot of new bugs. Reverted the change.
    -Removed goal card goals (not used in game)
    -Modified Piranha plants to emerge from pipes with a greater velocity.

7/17- Modified ice balls to freeze standing water
    -Placed in code to plan for an "alternate" version of all power ups via a flag.
    -Removed code commented out from the game to improve readability. Left comments to note what was deleted.

And just so people know I'm not blowing smoke:

Here's the ice flower and the status bar below is hijacked to lo be finely controlled now.

Ice Mario freeze standing water

Standing on the frozen water


Looking pretty awesome so far man. I remember how epic the original was and I look forward to seeing what you can get done with this.



Ninja Mushroom

Ninja Mario

Let's do this

Wall clinging

Wall jumping

While we're at it, watch this, ducking under a pipe

No more "slide through half the level during a TAS" trick:


Looks like it's gonna be a kick ass hack DD, I'm already likin' what I see. It's cool what you did so far.  :cookie:


I do too, but I think the Ninja Mario costume could use some work. The all black look just feels kinda lifeless to me.

Red Comet: :'( Poor DS. Nobody loves him like RC does. :'(
DSRH - Currently working on: Demon's Blazon, Romancing SaGa, FFIV EasyType.


Everything seems to be coming together nicely. I'm especially interested in seeing another demonstration of the "Boo" power-up's capabilities.


Alright here's the updated  map, Mushroom Glades:

Hammer Bros coins have been started:

Basically every stage will have 1 hidden coin. These coins will be required to access areas of the map guarded by Hammer Bros.

July 28, 2012, 05:00:50 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Video Demo #3:

July 31, 2012, 09:48:07 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Final Item Shop:

Please excuse the off colors of the clouds, slight bug I'm fixing right now.

Just a quick update:

Golden Leaf:

Fire Fox Mario:

And just to show that it's not a replacment:

That brings the power count to a total of 3 returning, 1 modified and 5 brand new to the game!


Cool. What does Firefox Mario do?


He's got to throw chrome pokeballs at all the E-vils of the world! ;D
"My watch says 30 chickens" Google, 2018


Quote from: Vanya on August 03, 2012, 11:00:56 AM
Cool. What does Firefox Mario do?

Cause memory leaks in the NES.. jk

By charging the p-meter, he will glow and can go into burning mode. In this mode he can charge in any direction as a fire ball, destroying enemies and bricks in his path.


Quote from: DahrkDaiz on August 03, 2012, 02:14:47 PM
Cause memory leaks in the NES.. jk

LOLz! :)

Quote from: DahrkDaiz on August 03, 2012, 02:14:47 PM
By charging the p-meter, he will glow and can go into burning mode. In this mode he can charge in any direction as a fire ball, destroying enemies and bricks in his path.

Sweet. Nice combination of offense, utility and a little extra mobility.


DahrkDaiz, how should I provide the graphics? Should I make a patch for SMB3 that just changes the graphics, or will you give me a patch of what the game has so far, and I just edit the graphics from that?
If you own any prototype versions of Super Mario 64...


See my PM :)

E-Switches only appear in dungeons. They activate blocks with their specified color.

Puzzles involved with e-switches

Part of the same puzzle

Dry Piranha and Fire Traps


DD this is what I said in my mind first...

The recent screens are really smooth man, I'm diggin' 'em big time!